Events of Turn 1 (DDC@11): Since I was forced to act first by virtue of being last, I made a push for A Team's unguarded Station. My Red frame hit A Team's Yellow frame for 3 damage. Her Lime frame hits my Brown frame for 1. Occam's Spork's Shoot & Scoot frame hits my Blue frame for 1, his Recon by Fire frame hits it for 3.

Events of Turn 3 (DDC@7): Occam's Spork's Melee Sprinter frame hits A Team's Purple frame for 1. He also seizes her other Station. In my push to grab Stations I left one of mine unguarded. A Team seizes it.

Events of Turn 5 (DDC@1): Occam's Spork's Melee Sprinter moves off A Team's Station to engage my Pink frame. It does no damage and I leap over it to seize the now unguarded Station. Occam's Spork's Shoot & Scoot frame destroys my Purple frame allowing him to take my Station. He then moves it out to engage A Team's Orange frame which then leapfrogs over the Shoot & Scoot frame, shoots it for 3 damage, and seizes the Station. My Brown frame hits A Team's Lime frame for 1 in a last ditch attempt to lower her score. The Doomsday Clock ticks down to zero.

End of Turn 5 pictures.

Occam's Spork: 36 points.

A Team: 28 points.Me: 15 points.

Thought & Observations:

We had a new Archetype debut in this game, the Melee Sprinter.

I took a few aftermath pictures but they were crappy so I deleted them.

I didn't play as well as I could have. I split my attention on two fronts and that hampered me.

Edward, yes, they both passed on that first turn. It's somewhat common and a habit I've gotten into that I should probably break. If you don't have a plan for what you are going to do on the first turn and there are enough players at the table to act as a buffer, the Defender can get away with letting other people go first and seeing which way the action at the table is going to break before trying to act.

It's also an attempt at going last so you don't have to worry about your own Defense rolls and being able to pick and choose between opponent's low Defense rolls and high Spots that may be in play.